What is "eating" the most of memory?

There is a big map with a large landscape, with a lot of copy-pasted objects. Most objects on the map derive from 2-3 meshes and use the same shaders.
The game gives 100fps on average, and 200 fps on low settings.
However, it seems that it using 90% of VRAM and crashes if being loaded the second/third time during the game session.
How to fix it? How to reduce memory consumption? 2-3 meshes with 512x512 textures should not uccupy 11GB of Vram.
Is there any setting that should be tweaked in the engine settings? Should the buildings be converted into instanced meshes? If yes - how? There is no such option by default in the engine

Right click on the map file in the content browser and choose ā€˜size map’. It will tell you what’s eating the memory…

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Thanks for help, but it sounded a little bit passive-agressive… Having a bad day?

It didn’t sound passive-aggressive.

More than likely they are working on their own project, and are in ā€œfocus-modeā€; answering your question, and then moving on. Assume the best unless otherwise shown.

Hopefully it solved your issue.

But be aware that Unreal eats ANY available memory. So, an empty project can be just as greedy as a full one, because of all the caching Unreal does.

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Not interested in fueling a conflict, just saying that adding a mysterious ā€œā€¦ā€ at the end of the sentence makes it sound like ā€œyour question is stupid to me, the ā€œmap sizeā€ is literally visible if you right click, I am smart and you are dumbā€. Quite agressive, at least provocative it is. That’s the whole point of passive agression - being nasty and getting
away with it. Signing off, not feeding the troll

Not at all :slight_smile:

The … was meant to mean ā€˜and then discover’, or something like that.

I would have thought a full stop would have been more aggressive :cowboy_hat_face:

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